Techno-Wizard M4A8 “Firefly” Super Sherman Tank:

The “Firefly” version of the Techno-Wizard is the brainchild of a British
Techno-Wizard in the same fashion as the “Firefly” version of the original
World War Two Sherman Tank is a brainchild of the British. The original
British “Firefly” Sherman tank replaced the main gun with the “Firefly”
76 mm cannon which was far better at penetrating German armor than the
original cannon on the Sherman tank. It is believed that there only four
“Firefly” Techno-Wizard Sherman tanks at present. These four are believe
to have been brought to the British Isles through a Rift in their original
configuration several years ago with their crews and were only developed
when the operators were able to work with a British techno-wizard to develop
the modifications on the tank’s design. The modifications to convert a
standard Super Sherman techno-wizard tank to the “Firefly” configuration
is quite expensive but is still much cheaper than purchasing a techno-wizard
Panther tank and is generally comparable in combat capabilities. While
it is believed that no North American Techno-Wizard know anything about
the modifications to the “Firefly” T.W. Sherman tank yet, it is likely
that the design will eventually cross back to North America. It is believed
that the developer of the “Firefly” T.W. Sherman worked on the German Techno-Wizard
Tanks before beginning work on the Sherman and the designs have many similarities.
It is believed by most who have seen the upgraded Sherman tanks in battle
that the “Firefly” version will completely replace the standard Techno-Wizard
version of the Sherman when it reaches back across the water and many owners
of already existing Super Sherman tanks will want to modify their tanks
to the “Firefly” design. The Coalition will most likely grow to fear the
new design when it enters combat in North America.

While in many ways an excellent tank and not to be dismissed, the original
Techno-Wizard version of the Sherman tank has several limitations. One
of the main ones is the Main Gun. The 120 mm conventional cannon is not
as powerful as most heavy rail guns and the payload is limited compared
to that carried on the German Techno-Wizard tanks and many modern pure
technological tanks. In order to solve this problem, the 120 mm cannon
was replaced by the Glitter Boy Boom Gun. This 60 mm electromagnetic cannon
inflicts more damage when direct fired on an enemy and can fire far more
rapidly. While maximum indirect fire range for the Glitter Boy Boom Gun
is marginally less than the 120 mm conventional cannon, this is not considered
critical due to the much faster rate of fire and that most enemies encountered
are using short range weaponry. The tank has a special automatic loading
system which allows the gunner to select the type of ammunition to be used.
The designer considered a dimension pocket for storage of ammunition but
she decided against it due to cost considerations. Still, payload is increased
from under fifty rounds to being able to carry two hundred rounds. Normal
load carried seem to be around one hundred solid slug rounds, sixty to
eighty flechette rounds, and a variety of different rounds will constitute
the remainder. Smoke is one of the more common secondary rounds carried
on the tank. Secondary weapons are retained from the original “Super Sherman” although
most top turret mounts are T.W. Machine guns because of their usefulness
against targets which are impervious to energy. There was strong consideration
given to replace the missile launchers mounted on the Super Sherman but
in the end, the original launchers were retained. The "Firefly Sherman"
can mount either short range missile launchers on the sides of the turret
or a large “Calliope” style mini-missile pod above the turret.

The "Firefly Sherman" is unusual in having two major protective enchantments.
The Firefly retains the standard “Armor of Ithan” force field but adds
a fire aura force field as well. While both can be activated simultaneously,
the duration of the fire aura is strictly limited with a duration of only
fifteen minutes per day with a maximum of three activations per day. The
fire aura also has the disadvantage of making the tank stand out on a battle
field and become the target of every enemy within range. The fire aura
is pulled from a tiny Rift to the elemental plane of fire and the flame
cannons also pull from this rift and do not need to be recharged. One item
taken from the German Techno Wizard tanks is the fear aura which can be
activated and used against enemies. The tank is for the most part unmodified
and retains the standard engine and propulsion system of the North American
design. It would cost two much to replace and would constitute virtually
a complete rebuilding of the tank. Armor is marginally improved compared
to the original Techno-Wizard Sherman due to taking advantage of the advanced
alloys produced in the New German Republic compared to North America. The
armor is not completely replaced but is reinforced with additional armor.
Full electronic systems are carried on the “Firefly” Sherman tank and is
has special “See the Invisible” optics.

Notes:[1] Depleting the M.D.C. of a tread will immobilize the tank until
it is replaced. Replacing a tread will take 1D6x10 minutes by a trained
crew (2 replacements are carried on board) or three times as long by the
inexperienced. Changing the tread is only advisable when the vehicle is
not under attack.
[2] These are small and difficult targets to strike, requiring the
attacker to make a “called shot,” but even then the attacker is -4 to strike.
[3] Once the missiles have been expended, or in an emergency, before
they have been fully expended, the launcher can be ejected from the tank.
Though disposable, they do not have to be disposed, and can be re-used
indefinitely.
[4] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and unsalvageable, but crew may survive in their reinforced
compartments.

Speed:Ground: Cruising speed on land is 55 mph (88.5 kph) on roads
and 45 mph (72.4 kph) off road maximum. The vehicle is designed to traverse
virtually all terrain and can climb at up to a 60% grade although at a
much slower speed (About 10% of maximum road speed). It can also climb
barriers and ford trenches. The vehicle can also handle side slopes of
up to 30%.
Underwater: Buttoned up, it can travel under water at 20 mph
(32 km).
Maximum Range: Effectively Unlimited (Nuclear Fusion power supply
with 5 year duration) Armored Vehicle carries about two weeks worth of
emergency supplies onboard.

High Velocity 60-mm Heavy Rail Gun (1): This is the famous
RG-14 “Boom Gun” designed for the USA-G10 Glitter Boy. The weapon is also
useful in the role of short ranged artillery. Common rounds include flechette
rounds and solid slug rounds and high explosive and other rounds are also
available. Extended range rounds are also available. Has an autoloader
system which allows the gun to chose between a variety of rounds. The barrel
can angle 60 degrees up and 10 degrees down and the turret has a 360 degree
rotation. The weapon system is also gyro-stabilized and has an advanced
fire control computer.
Maximum Effective Range: By Boom Gun Round Type (See Revised Boom Gun Rounds).
Flechette Rounds have a direct fire range of 11,000 feet
(3,352.8 meters). Solid Projectiles have a direct fire range of
12,500 feet (3,810 meters) and indirect fire range of 22,000 feet (6,705.6
meters).
Mega Damage: Flechette Rounds: 3D6x10 (Has +2 to strike
fast moving targets) Solid Slug: 3D6x10+30 (optional rule is that
cannon gets a critical on a natural 18, 19, or 20 due to its high penetration.)
Several other types of rounds are also available (See Revised Boom Gun Rounds).
Rate of Fire:Equal to combined hand to hand attacks of primary
gunner or commander
Payload: 200 rounds
Bonuses: Has a special fire control computer that helps to aim
the cannon. Gives +2 to strike with rail gun and vehicle does not have
minuses to fire when tank is moving.

Heavy Flame Cannons (2): One is mounted in the turret beside
the main cannon and is controlled by the same gunner who controls the 120
mm cannon and the other is mounted in the hull and is controlled by the
secondary gunner. The cannon is designed to be used against targets which
do no warrant the use of the main cannon. The weapon is a converted heavy
plasma weapon. The flame cannon has a slightly better range and have an
unlimited payload compared to hand held flame cannons. The flame energy
is pulled from the elemental plane of fire and does not require recharging
like it does on the original Sherman tank.
Maximum Effective Range: 3,000 feet (914 meters).
Mega Damage: 1D6x10 per flame cannon blast.
Rate of Fire: Equal to the combined hand to hand attacks of
the gunners (usually 4 or 5).
Payload: Unlimited, pull fire from a Rift from the elemental
plane of fire.

Commander Modular Weapon Mount (Top of Turret): Above the
turret in an open mount is a position for the tank destroyer's commander
and a weapon. The commander is not fully protected by armor but is protected
by the tank destroyer's magical force field when active. A variety of different
weapons can be carried including a second flame cannon, a telekinetic machine-gun,
or a conventional automatic grenade launcher. Even though the grenade launcher
has a limited payload, it is popular with crews due to its incredible firepower.

Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on a spindle mount.
Maximum Effective Range: 3,000 ft (914 m)
Mega-Damage: 4D6 for single shot of Fragmentation with a blast
area of 12 ft, 1D4x10 for a single shot of Armor Piercing with a blast
area of 3 ft, 2D6x10 for a burst of ten rounds of Fragmentation with a
blast area of 40 ft, and 3D6x10 for a burst of ten rounds of Armor Piercing
with a blast area of 8 ft.
Rate of Fire: Equal to combined hand to hand attacks of gunner
/ commander.
Payload: 400 Rounds.

Heavy Flame Cannon: The weapon is a converted heavy plasma
weapon. The flame cannon has a slightly better range and have an unlimited
payload compared to hand held flame cannons. The flame energy is pulled
from the elemental plane of fire and does not require recharging like it
does on the original Sherman tank.
Maximum Effective Range: 3,000 feet (914 meters).
Mega Damage: 1D6x10 per flame cannon blast.
Rate of Fire: Equal to the combined hand to hand attacks of
the pilot (usually 4 or 5).
Payload: Unlimited, Unlimited, pull fire from a Rift from the
elemental plane of fire.

T.K. Machine-Gun (1): It is enchanted by a series of spells
so the cannon acts as a more powerful version of the T.K. Machine-gun.
This increases the weapon's damage and instead of being reloaded, the cannon
must be recharged by the spell Telekinesis and 50 P.P.E. each once per
month. The cannon does full damage to targets that are impervious to energy.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 6D6 per shot
Rate of Fire: Equal to the combined hand to hand attacks of
the observer / gunner (usually 4 or 5).
Payload: Unlimited, although the spells must be renewed every
month whether the cannon have been used or not.

Missile Launcher Hard Point: Mounted on either side of the
turret is an attachment to carry two short range missile launchers or a
single large mini-missile launcher. The mini-missile launcher fits above
the turret and restricts the visibility and arc of fire of the commander
of the tank. The launchers are designed to be able to be quickly ejected.
The missile launchers can be controlled by either the gunner or the commander
of the tank.
Disposable Short Range Missile Launchers (2): Mounted on
side of the turret, these launchers give the tank destroyer a reasonable
missile payload while keeping the external appearance mostly unchanged.
The launchers can be ejected when no longer needed or if they are in danger
of exploding.
Maximum Effective Range: Varies with short range missile type;
Usually High Explosive or Armor Piercing are carried (See
revised
bomb and missile tables for details.)
Mega Damage: Varies with short range missile type; Usually High
Explosive or Armor Piercing are carried (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time, or in volleys of two (2), four
(4), or eight (8) missiles.
Payload: Eight (8) short range missiles per launcher for sixteen
(16) total.

Disposable “Calliope” Mini Missile Launcher (1): Mounted
on the sides of the turret but actual launchers are above the turret. The
launcher has 2 sets if 12 tubes on bottom and a single row of 36 tubes
on the top. The launchers can be ejected when no longer needed or if they
are in danger of exploding.
Maximum Effective Range: Varies with missile types, mini-missiles
only (See
revised
bomb and missile tables for details.)
Mega-Damage: Varies with missile types, mini missiles only (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), five (5), ten (10), or twenty (20) missiles.
Payload: Launcher carries a total of 60 Mini-missiles.

Magical “Fire Aura”: The “Firefly” Sherman can produce an aura of fire
up to three times per day with a maximum duration of 15 minutes. The crew
can see clearly through the fire aura. While this field is active, the
tank is clearly on fire and cannot be concealed using the spells of Chameleon
or Invisibility. The field can be used for ramming enemy as well although
many question the usefulness of the field in that respect. It is also effective
against creatures who try to strike the tank physically. Missiles can be
fired from tank are protected from the effects as well. See spell description
for more details.
Maximum Effective Range: 0.5 feet (0.15 meters) around tank
Mega Damage & Effects: 3D6 M.D.C. to any targets attempting
to physically strike the tank and has a 50% chance of catching combustible
materials on fire. Fire Aura also gives a 100 M.D.C. Force field which damage
must be subtracted from first.
Payload: Three Times per day (15 minutes total)

“Fireworks” Anti-Missile Chaff/Flare Dispensers (2): The system
is mounted on either side of the tank behind the main cannon. In many ways
this system is similar to technological versions of the Chaff/Flare system.
When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:

Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.).

Aura of Horror: This enchanted is similar to the spell of
fear (Horror Factor 16) but surrounds the tank and can be activated at
will. A failed roll against horror factor will mean that observers will
run in fear from the tank, usually screaming in terror. The crew is not
effected by the spell.
Maximum Effective Range: 500 feet (152.4 meter) globe around
tank.
Mega-Damage: None but aura cause anyone within the area of effect
(does not affect the crew) who fails their horror factor roll (HF 16) will
run in fear. Does not effect the crew of the tank.
Rate of Fire: Can be activated at will
Payload: Effectively unlimited

Techno-Wizard Modifications: The Sherman has the following
Techno-Wizard Modifications built into the tank. These require P.P.E. or
I.S.P. from the pilot or crew
Special Features:

Sensory Equipment:The tank carries all standard equipment of a robot vehicle plus this
special equipment:

Magical “See the Invisible” Optics: The tank has special optical systems with
see the invisible on them. Same as spell and used at will. 2,000 feet (610
meters) range. Can see forces, objects, and creatures which can turn invisible,
or are invisible. Can also see vaporous beings and astral bodies.